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Thank you! I think I'd need better modeling knowledge to make truly low poly models that actually look like what they're supposed to be in the short duration of the jam. I'm really amazed by how few polygons developers got away with during those times!

I considered adding checkpoints, but wasn't sure how to do it in UE4, and it would also kind of break one of the three endings. I think it'd ultimately have been better to try anyway even with the weird interaction with Ending 2, since I had a small bit of time left!

I also definitely need to figure out UMG so I can actually add health bars next time, if I keep using the engine. I can see how it probably was very unclear from a gameplay point of view without those.

I hope you still had some fun with it despite these faults!

I'm glad I found that song, especially since it (completely unintentionally) seems to fit the tempo of Airi's stealth animation very well.

The models themselves are actually done in ZBrush, which I keep learning and then getting rusty in with alternating use and disuse... I don't think I could have made them with Blender in that timeframe, though.

I learned to animate in Blender using a nice paid video tutorial training series I'd gotten from a friend, which definitely helped with speed I think!

Thank you very much! SBIG has definitely been my favourite jam so far, thanks for the three times you've held it! I hope this jam returns 2020 and I can join again!